;
;   CIVILIZATION CIVILOPEDIA TEXT
;   Copyright (c) 1995 by MicroProse Software
;
;   Altering the contents of this file may cause the
;   game to malfunction.
;

@PEDIAPICKCIV
@width=540
@columns=3
@listbox
@title=Civilopedia: Civilization Advances

@PEDIACIV
@width=480
@title=Civilization Advance
^^%STRING0
^


@PEDIACIVFACTS
^Allows government form of same name.
^Allows settlers to build castles.
^Allows settlers to build aerobases.
^Allows settlers to build steamrails.
^Allows settlers to improve farmland.
^Increases the effect of temples.
^Increases the effect of arenas.
^Worth bonus points in Civilisation score.
^Increases ship movement rates by one.
^Improves Spaceship thrust by 25%.
^Free civ. advance for first civ. to discover.
^Decreases the effect of Cathedrals.
^Cancels the effect of


@PEDIAPICKUNIT
@width=540
@columns=3
@listbox
@title=Civilopedia: Unit Types

@PEDIAUNIT
@width=480
@title=Unit Type
^^%STRING0
^

@PEDIAUNITFACTS
^Can see units two spaces away.
^Ignores enemy Zones of Control.
^Can make amphibious landings.
^Invisible to most enemy units.
^Can attack aerocraft in flight.
^May be lost out of sight of land.
^Ignores City Walls.
^Can carry friendly air units.
^Can make paradrops.
^Treats all squares as road squares.
^Defense +50% versus units with a movement factor of 2.
^Only Fundamentalist governments can build.
^Destroyed after attacking.
^Defense +100% versus air and missile units.
^Can spot invisible units in adjacent squares.


@PEDIAPICKGOVT
@width=480
@listbox
@title=Civilopedia: Governments


@PEDIAPICKIMPROVE
@width=540
@columns=3
@listbox
@title=Civilopedia: City Improvements

@PEDIAIMPROVE
@width=480
@title=City Improvement
^^%STRING0
^

@;Citadel
@PEDIAIMPROVE1
Eliminates corruption and waste in the city,
and decreases it in all nearby cities.

@;Barracks
@PEDIAIMPROVE2
City produces Elite ground units. Ground units can
be completely repaired in a single turn.

@;Millhouse
@PEDIAIMPROVE3
Only half of city's food store is depleted when
city increases in size.

@;Temple
@PEDIAIMPROVE4
Up to two discontented citizens are made content.

@;Marketplace
@PEDIAIMPROVE5
Increases tax and luxury output by 50%%.

@;Library
@PEDIAIMPROVE6
Increases science output by 50%%.

@;Courthouse
@PEDIAIMPROVE7
Decreases corruption by 50%%. Makes city more resistant
to bribery by enemy diplomats and spies. Under Democracy,
one content citizen becomes happy.

@;City Walls
@PEDIAIMPROVE8
Units in city are tripled on defense versus ground attacks.

@;Storehouse
@PEDIAIMPROVE9
Allows city to increase beyond size 8.

@;Treasury
@PEDIAIMPROVE10
Increases tax and luxury output by an
additional 50%% (cumulative w/ Marketplace).

@;Cathedral
@PEDIAIMPROVE11
Makes four unhappy citizens content (Three after Communism).

@;Mage Guild
@PEDIAIMPROVE12
Increases science output by an additional
50%% (cumulative w/ Library).

@;Mass Transit
@PEDIAIMPROVE13
Eliminates pollution caused by population.

@;Arena
@PEDIAIMPROVE14
Three unhappy citizens are made content
(four w/ Electronics).

@;Shaft Mines
@PEDIAIMPROVE15
Increases resource production in city by 50%%.

@;Forge
@PEDIAIMPROVE16
Increases resource production by an additional 50%%
(cumulative w/ Shaft Mines).

@;Shield of Protection
@PEDIAIMPROVE17
Protects everything within three spaces of
the city from nuclear attack.

@;Recycling Center
@PEDIAIMPROVE18
Decreases the pollution caused by factories.

@;Labourers' Guild
@PEDIAIMPROVE19
Increases mine output by 50%%.  You may EITHER have a 
Labourers' Guild OR a Magna Vortex in a city.

@;Hydro Plant
@PEDIAIMPROVE20
Increases factory output by 50%%.  Cleaner
than Power Plant, and generally safer than
Nuclear Plant.

@;Magna Vortex
@PEDIAIMPROVE21
Increases mine output by 75%%.  More output than Labourer's 
Guild, but there is a risk of a Magna Implosion until you 
discover Magna Stabilisation.  you may EITHER have a Magna 
Vortex OR a Labourers' Guild in a city.

@;Waremarket
@PEDIAIMPROVE22
Increases tax & luxuries output by an additional
50%% (cumulative with Marketplace & Bank for a grand
total of 150%%).

@;Catacombs
@PEDIAIMPROVE23
Allows city to grow beyond size 12.

@;Harvest Store
@PEDIAIMPROVE24
Allows squares in the city's radius with
the "farmland" improvement (irrigated twice)
to produce 50%% more food.

@;Tavern
@PEDIAIMPROVE25
All squares in the city's radius with roads
(or railroads) produce 50%% more trade.

@;Alchemist's Laboratory
@PEDIAIMPROVE26
Increases science output by an additional 50%%
(cumulative with Library and University for a
grand total of 150%%).

@;Archery Towers
@PEDIAIMPROVE27
Units in city are doubled on defense against
air units and non-nuclear missile units.

@;Sea Fort
@PEDIAIMPROVE28
Units in city are doubled on defense against
shore bombardment by enemy ships.

@;Solar Plant
@PEDIAIMPROVE29
Increases factory output by 50%%.  Cleaner
than all other forms of power.

@;Harbor
@PEDIAIMPROVE30
All ocean squares in the city's radius
produce one extra unit of food.

@;Imported Goods
@PEDIAIMPROVE31
All ocean squares in the city's radius
produce one shield.

@;Aerodock
@PEDIAIMPROVE32
City produces Elite air units.
Any air unit spending its entire turn in the city
is completely repaired.

@;Gaol
@PEDIAIMPROVE33
Decreases unhappiness caused by troops away from city by 1.

@;Shipyard
@PEDIAIMPROVE34
City produces Elite naval units.
Any ship spending its entire turn in the city is
completely repaired.

@;SS Structural
@PEDIAIMPROVE35

@;SS Component
@PEDIAIMPROVE36

@;SS Module
@PEDIAIMPROVE37

@;Capitalization
@PEDIAIMPROVE38
Converts production into trade.

@;Felyn Cabrantir
@PEDIAIMPROVE39
The Felyn Cabrantir, meaning garden of truth in the Elven tongue, 
is one of the most beautiful places on Danaeron.  Based on the 
Elven principles as dictated in the Islen Cabrantir, it provides 
the entire Elven Nation with food.

@;Holy Gardens
@PEDIAIMPROVE40
Like the Felyn Cabrantir of Nair Cabrantir, the Holy Gardens at 
Calinford are a beuatiful horticultural work of art, in this case 
representing all the morals and values of the Holy Empire.  As a 
result, the entire Empire is somewhat comforted by the fact that 
everything they stand for is represented in this way.  

@;Guildhall
@PEDIAIMPROVE41
City produces one extra trade arrow in each square that
already produces one.

@;Imperial Fleet Yards
@PEDIAIMPROVE42
At the time of the Lightening, when most regional lords banded together, 
Lord Andrew of Athenar was expected to join the Holy Empire.  However, 
instead, he joined the Northern Realm, and his mighty sea empire came with 
him.  The Fleet Yards at his capital city of Athenar are a true testament 
to Athenarian ingenuity.  Athenarian coracles will not sink, their ships 
move faster, and are crewed by the elitest seamen available.

@;Window of Knowledge
@PEDIAIMPROVE43
Civilization receives any civilization advance
already discovered by two other civilizations.

@;Chapel of the Saints
@PEDIAIMPROVE44
The Chapel of the Saints in Nalis is one of the largest and well-
constructed religious buildings in the area, even in comparison to 
the breathtaking works of the Holy Empire.  The mere presence of 
the Chapel has the equivalent moral value of two temples in every 
city of Parin.

@;Regnum Sanctus
@PEDIAIMPROVE45
The Holy empire is ruled by a principle known as Regnum Sanctus, which 
means Holy Rule.  Janus the Third of the Empire is bound by this rule, 
as were the previous rulers of his Empire.  As a result, under this 
strong leadership, all the Imperial ambassadors and mediators are 
skilled in the art of persuasion, and the Imperial Troops are much more 
confident when fighting undead, and renegades.

@;Great Academy
@PEDIAIMPROVE46
Parin is an old city that, from a distance, appears to be made chiefly of gold.  
Closer inspection will reveal that actually the city is composed of hundreds of 
towers, all with copper domes or spires on top of them, and from a distance, 
Parin is quite a sight.  One building that stands out is the tall, square, white 
building called the Great Academy, where some of the finest troops on Danaeron 
are trained to fight for Parin in the war to come.

@;Dwarven Mines
@PEDIAIMPROVE47
The Dwarves are renowned throughout Danaeron for being skilled miners, stonecutters, 
and metalworkers.  all this is symbolised by the massive networks of mines of the 
Diamond Clan in the Iron Mountain.  These mines provide the Dwarven clans with enough 
stone and ore to last years. 

@;Text of the Islen Cabrantir
@PEDIAIMPROVE48
Of all the magical beings that roam Terraneus, the Elves are probably who most people 
think of when they hear the word magical being.  slightly taller than an average human, 
with pointed ears, slanting eyebrows, and long fingers, Elves are one of the more common 
sentient beings in the world, along with Dwarves, Gnomes, Ogres, Orcs and Humans.  Their 
universal acknowledgement and reputation of being a generally well-to-do race means they 
are somewhat stuck-up, but neverltheless recognised throughout the known continents.  The 
Text of the Islen Cabrantir (Land of Truth) in the Loth Cabrantir (Citadel of the River 
of Truth) symbolises this in their foremost and most widely recognised religious text.

@;Imperial Cathedral
@PEDIAIMPROVE49
Dragenna is a large town on the island of Allunitan in the Great Eastern Ocean.  When viewed 
looking north on the south shore of the Imperial Lake, just to the south of Dragenna, the most 
striking feature of the view is the apparent scale of the town compared to the enormous, 
sprawling domed structure in the centre.  The Imperial Catheral of Dragenna is one of the 
largest and most beautiful in existence, and its daunting interior reflects 
the care and love with which it was constructed.  Its mere presence counts as a cathedral 
in every city of the Empire.

@;Theorem of Space
@PEDIAIMPROVE50
One of the greatest scientific minds of the Old Age was philosipher and physicist Daimon Barnes, a 
human professor obsessed with the stars and the night sky.  He was a revolutionary thinker, for, 
unlike most other people of the time, he beleived Terraneus circled its sun along with the six other 
planets known at the time, and was the thir of these (known) planets.  He also speculated that the 
stars were objects similar to the sun, viewed from a distance of millions of leagues.  although his 
theory that all the stars were the same distance away proved (some centuries later) to be incorrect, 
Barnes and is thinking nevertheless revolutionised science from a very early stage indeed.

@;Voyage of the Windjammer
@PEDIAIMPROVE51
The great explorer, Arrian Ridgeway, of Helicon, had a ship called the HLV (His Lordship's 
Vessel) Windjammer.  Windjammer was fast, powerful, and extremely capable.  Ridgeway's greatest 
feat is probably the Voyage of the Windjammer.  In early spring, 754, he set out from Helicon 
to explore the world.  The old maps from the ancient empires were long gone, and so was the memory 
of the Lost Continents.  Fom Danaeron, Ridgeway proceeded to the continents of Caratan, Suth Annir, 
Anyr Nurenis, and Myria.  Returning from his Voyage, Ridgeway also set out ideal shipping routes in 
the western portion of the Great Eastern Ocean separating Danaeron and Myria.  Thus, the civilisation 
for which Ridgeway worked gains extra shipping movements.

@:Festival of Life
@PEDIAIMPROVE52
All unhappy citizens in city are content.

@;Kendaris Arnithala
@PEDIAIMPROVE53
Whenever one of your units becomes obsolete because of a new
technology you have discovered, it is immediately replaced
by an equivalent modern unit.

@;Clan Union
@PEDIAIMPROVE54
Decreases unhappy citizens on same continent by 2 per city.

@;Albion University
@PEDIAIMPROVE55
Doubles science output of city.

@;National Guild of Celarus
@PEDIAIMPROVE56
Pays the maintenance for all city improvements which
ordinarily cost 1 gold per turn.  City improvements
requiring more than 1 gold per turn maintenance are not
affected.

@;Ancient Ruins
@PEDIAIMPROVE57
Two free civilization advances.

@;Faith of the People
@PEDIAIMPROVE58
Eliminates the period of unrest between governments.
Also allows any form of government to be chosen, even if
the proper advance has not been discovered.

@;Sirath Lonloren
@PEDIAIMPROVE59
Sirath Lonloren, or the Lone Mountain, is one of the most beautiful 
features of Danaeron's rich terrain.  Towering high and majestic 
over the Lureth Sevrien, the lake on the river Sevrien, the Sirath 
Lonloren is a reminder to us all of how beautiful Terraneus can be.  
It is located at the intersection of 96W,26S

@;Hoover Dam
@PEDIAIMPROVE61
Provides Hydro power to every city on every continent.

@;National Court of Justice
@PEDIAIMPROVE60
Counts as a Police Station in every one of your cities.
(Decreases unhappiness caused by troops away from city by 1).

@;Penance
@PEDIAIMPROVE62
Allows nuclear weapons to be built.

@;Union of Nations
@PEDIAIMPROVE63
^* Free embassy with every other civilization
^* Enemy civ's cannot refuse your peace treaties.
^* As a democracy, you can declare war 50%% of the time
^  (peacekeeping missions).

@;Stratobaloon Project
@PEDIAIMPROVE64
Allows construction of spaceship improvements.

@;Thesis of Creation
@PEDIAIMPROVE65
Counts as a research lab in every one of your cities; effectively
doubles your science output.

@;National Declaration
@PEDIAIMPROVE66
One extra happy citizen in each city.

@PEDIAGOVT
@width=600
@title=Civilization: Governments
The form of government you choose for your civilization will
affect the way resources are distributed in your cities, the
rate at which your citizens can produce and sustain new units
and city improvements, and the extent to which your citizens
have a say in the way you govern them.
^
Some forms of government, such as Despotism, Monarchy, and
later Communism and Fundamentalism, allow you to expand
rapidly, to produce and sustain large numbers of military
units, and to control your affairs completely.
^
Democracy and the Republic, on the other hand, give your
citizens the freedom to produce vast amounts of trade, which
increases your wealth and knowledge rapidly. On the other
hand, your citizens may grow unhappy when you send military
units out of your cities; also, your Senate may try to
interfere in your conduct of foreign affairs.
^
To change your civilization's government, you must have a
Revolution--select "Revolution" from the Kingdom Menu.  This
will entail a brief period of Anarchy.

@PEDIAGOVT0
@width=600
@title=Civilization Government: Anarchy
Anarchy represents not so much a government type as the
lack of any stable government. Anarchy occurs when your
civilization's government falls, or when you decide to
have a Revolution. After a few turns of Anarchy, you will
be able to reconstitute your government.
^
Anarchy is similar to Despotism, except that the corruption
rate is VERY HIGH (see entry for Despotism).  However, no
taxes are collected during a period of Anarchy, and no
scientific research is conducted.

@PEDIAGOVT1
@width=600
@title=Civilization Government: Despotism
^UNIT SUPPORT
Each unit above the city size costs one shield per turn.
Settlers eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting an unhappy citizen into a content
citizen.
^
^CORRUPTION AND WASTE
Despotism has a HIGH rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under a Despotism, none of the science/tax/luxury rates may
be set higher than 60%%.  ALSO, ANY SQUARE WHICH WOULD ORDINARILY
PRODUCE THREE OR MORE OF A RESOURCE (FOOD, SHIELDS, TRADE) PRODUCES
ONE LESS.
^
^HINTS
Because of Despotism's high rate of corruption, it is almost
always an inferior form of government.  Try to switch to a
Monarchy as soon as possible.


@PEDIAGOVT2
@width=600
@title=Civilization Government: Monarchy
^UNIT SUPPORT
Each unit beyond the third costs one shield per turn.
Settlers eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting an unhappy citizen into a content
citizen.
^
^CORRUPTION AND WASTE
Monarchy has a MODERATE rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under a Monarchy, none of the science/tax/luxury rates may
be set higher than 70%%.
^
^HINTS
Monarchy is an excellent form of government for a young
civilization.


@PEDIAGOVT3
@width=600
@title=Civilization Government: Communism
^UNIT SUPPORT
Each unit beyond the third costs one shield per turn.
Settlers eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting *TWO* unhappy citizens into
content citizens (so a total of SIX unhappy citizens can
be suppressed).
^
^CORRUPTION AND WASTE
Under Communism, state control of the economy eliminates
organized crime.  Your cities, therefore, experience no
corruption.
^
^SPECIAL
All SPY units produced under Communist governments are
given VETERAN status.  Under Communism, none of the
science/tax/luxury rates may be set higher than 80%%.
^
^HINTS
Communism is best for large, far-flung empires which need
to maintain a large military.  Use your powerful spies to
steal technology from the capitalist pigs.

@PEDIAGOVT4
@width=600
@title=Civilization Government: Fundamentalism
^UNIT SUPPORT
Can support up to TEN units for free; additional
units cost one shield each.  Settlers eat one
food per turn.  ONLY Fundamentalisms may produce
FANATIC units.
^
^HAPPINESS
Under Fundamentalism, NO CITIZEN IS EVER UNHAPPY!
^
^CORRUPTION AND WASTE
Fundamentalism has a LOW rate of corruption.
However, Fundamentalism has the special disadvantage that
all SCIENCE is HALVED.
^
^SPECIAL
Improvements which convert unhappy citizens to
content citizens (Temples, etc.)
produce "tithes" equal to the number of citizens they would
otherwise convert.  They also require no maintenance.
The diplomatic penalties for "terrorist acts" committed by
your Diplomats and Spies are reduced.
Under Fundamentalism, none of the science/tax/luxury rates may
be set higher than 80%%.
^
^HINTS
Fundamentalism eliminates all happiness problems and provides
an excellent revenue.  Scientific research tends to languish.


@PEDIAGOVT5
@width=600
@title=Civilization Government: Republicate
^UNIT SUPPORT
Each unit costs one shield per turn.  Settlers eat TWO
food per turn.
^
^HAPPINESS
Each military unit AFTER THE FIRST which is not in a friendly
city (or a fortress within 3 spaces of a friendly city)
causes one citizen in its home city to become unhappy.
^
^CORRUPTION AND WASTE
The Republicate has a LOW rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under a Republicate, each square which ordinarily produces at
least one unit of trade produces an extra unit.
None of the science/tax/luxury rates may be set higher
than 80%%.
^
^HINTS
Switching to a Republicate can give an astounding boost to your
science and tax revenues, although you'll probably have to
divert some of your trade to luxuries.  It becomes more
difficult (and expensive) to keep an army in the field, but
building the Womens Suffrage wonder can help with this
problem.

@PEDIAGOVT6
@width=600
@title=Civilization Government: Democracy
^UNIT SUPPORT
Each unit costs one shield per turn.  Settlers eat TWO
food per turn.
^
^HAPPINESS
Each unit which is not in a friendly
city (or a fortress within 3 spaces of a friendly city)
causes TWO citizens in its home city to become unhappy.
^
^CORRUPTION AND WASTE
Democracies experience NO corruption or waste.
^
^SPECIAL
Under a Democracy, each square which ordinarily produces at
least one unit of trade produces an extra unit.
The units and cities of a Democracy are immune to BRIBERY
of all forms.
The science/tax/luxury rates may be set to any level
desired.
^
^HINTS
Democracies can produce spectacular amounts of revenue and
scientific research.  However, because of the severe
happiness restrictions on military units, this form of
government tends to be viable only for large, advanced
civilizations.  Increasing your luxuries rate and building
Wonders can help alleviate this problem.

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